Imperator - Development Diary - 7th of January 2019

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Trin Tragula

Design Manager - Crusader Kings 3
Paradox Staff
28 Badges
Aug 1, 2003
6.531
13.646
  • Victoria: Revolutions
  • IPO Investor
  • Paradox Order
  • Mount & Blade: Warband
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • 200k Club
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • Sengoku
  • Semper Fi
  • Rome Gold
  • Arsenal of Democracy
  • Europa Universalis III Complete
  • March of the Eagles
  • Magicka
  • Europa Universalis III Complete
  • Heir to the Throne
  • Hearts of Iron III
  • For the Motherland
  • For The Glory
  • Europa Universalis IV
  • Divine Wind
  • Europa Universalis III Complete
  • Deus Vult
  • Crusader Kings II
Hello and welcome again to one of the Developer Diaries of Imperator:Rome!


Today I will be talking a bit about how Mercenaries work in the game, as well as some words about the Arabian Peninsula.


Mercenaries


Armies came in many shapes, forms, and levels of professionalism, in the era that Imperator:Rome covers, something we to some degree try to cover in the Military Traditions that we have spoken about in previous developer diaries (and which we will return to).

One big difference however is that not all troops fought for the country in which they were born. Then as well as later in history mercenary groups played a big part, such as Cretan Archers, the famous Mamertines and others.

At times Mercenary groups played a decisive part in conflicts, as did their tendency to abandon an employer that could not pay them.

In Imperator Mercenary armies are always present, spread out over the map, using their own banner and the unit graphics of the local culture. As long as a mercenary army is not hired by anyone it will also not count towards the supply limit in the city they are located. Mercenary armies all have their own General, to whom all the troops are loyal.

mercview.png
Mercenary Overview Screen. Here you can at all times see what Mercenaries exist (sorted by Proximity) and who has hired them. It also displays the monthly cost of employing each Mercenary group. You can also see Papirius’ unemployed Mercenaries on the map between Rome and Etruria.


Hiring a Mercenary regiment comes at a one time cost of 50 Military Power, but also obliges you to pay their upkeep for the duration of their employment (at a rate 400% more expensive than what one of your own armies would cost).

Hiring the army immediately brings it under your control, but does not move it to your territory. Instead, hired mercenary armies hired outside of your territory will begin in a state of exile, so they can be brought to your territory to then be used in whatever conflict you intend.

Any Mercenary company in diplomatic range can be hired, but their high upkeep means that hiring an army far from your conflict could get expensive as you would be paying their upkeep from the day they are hired.

Once no longer exiled, the mercenary army will act as any other army under your control, except for the fact that you cannot remove its leader, or remove any units. They will use your military bonuses, you can alter their deployment and their military tactics.

As with any army you can also disband a mercenary army at any time it is not in battle. Their increased upkeep cost will however also mean that disbanding them can be quite costly.

Once disbanded the mercenary army will again be considered available for hire, and it will begin its journey back to its home location.

disband.png

Desertion & Mercenary Princes:

Mercenaries are not only known for how useful they were to their employers. Men like Pyrrhus and, in his youth, Agathocles, also made names for themselves as Mercenary captains when their prospects at home looked bleak.

Succession and Monarchies is something we will talk more about later but it is possible for the Mercenary company list to be supplemented by characters from the wider game world, such as disenfranchised heirs.

mercdefects.png


Last of all, should you not be able to pay your mercenaries you may find that this makes them quite unhappy. Among the various possible events that can happen as a result from a negative treasury (as mentioned in the diary on Economy) is that mercenaries might offer to join the opposing side in an ongoing war.


Arabia
arabia.PNG

For the map part of today’s diary we are going to be looking to the south of regions we have previously visited. In 450 AUC or 304 BCE, the Arabian peninsula is at the same time isolated and integrated in the Mediterranean world.

The region is closely tied to the trade network of the Indian Ocean, which while not nearly as developed as it would become later, was still ancient by this time.

It is this trade in spices, cloth and incense that brought greek traders and explorers, to the region and eventually led to Roman trading posts on the Indian subcontinent, and it is this trade that is the lifeblood of the more advanced of the Arabian kingdoms.


Arabia Felix / Felicitous Arabia:
yementerrain.png
Throughout history southern Arabia has been the more densely populated and more developed part of the peninsula. The temperate highlands provide basis for agriculture and larger cities while the coastline is strategically situated to benefit from the trade flowing between Africa, India and the Mediterranean. This is how the region came to be described as Felicitous Arabia in greek and latin, or Al Yaman in Arabic.

In 304 BCE this region is home to a number of ancient kingdoms, with their own writing, bureaucracy and mode of government. Up until recently this area was dominated by the Sabean kingdom, but it is now divided between a number of smaller kingdoms.

Apart from the Arabian majority this region is by our start date also home to sizable Jewish communities, though these are at the time of our start not in control of any of its states.

yemen.png

  • Saba: Ancient Autocratic Kingdom and center of Semitic civilization in Yemen. In many ways in decline at our start date and challenged by smaller nearby arabian kingdoms.
  • Himjar: Kingdom of the Himyarites who eventually would come to dominate the region. Rival to the other south arabian kingdoms and already in control of the important coastal strip along the Bab el Mandeb strait between Arabia and Africa. Himjar starts independent and unaligned.
  • Qataban: Small kingdom in southern Yemen. Starts in control of the southern part of the Yemeni highland as well as some of the Incense ports of the south.
  • Hadhramut: Ancient South Arabian kingdom that was eventually conquered by Himjar. Controls some of the most valuable incense producing regions but is generally not nearly as rich and fertile as western Yemen.
  • Ma’in: Kingdom of the Mineans, who predate the kingdom of Saba but only recently rose to relevance in the region.



Northern & Greater Arabia:

lihyan.png

gerrha.png

oman.png

Northern Arabia is not nearly as fertile or settled as the south, it is dominated by the huge Syrian and Arabian deserts, which most peoples have a hard time crossing. The Arab peoples have however made the trade through and around their peninsula their main source of income and their kingdoms can be found all around the deserts.
While never the dominant force that they would become later in history, some Arab kingdoms such as Nabatea, Himjar, and later Hatra and Palmyra, would prosper in a region that was constantly at the edge of the conflicts of greater empires.
Arabian pops are also present far beyond the region where Arabian states exist at our start, opening for the possible formation of more such states in the future in Syria and Mesopotamia.

northarabia.png


  • Lihyan: Up until recently a small city state kingdom based around the Dedan oasis, south of Nabatea. Have recently grown to control a wider region, wresting control of the Tayma or Tiamat oasis from the Qadarites.
  • Thamud: Independent Tribal state along the red sea coast attested for hundreds of years before the start of the game.
  • Thaqif: Independent Tribe controlling the area around the Ta’if oasis.
  • Qedar: Old tribal federation formerly in control of the region conquered by Lihyan. Traditionally allies of the Nabateans but at the start of the game unaligned.
  • Gerrha: Independent Tribal kingdom in control of the eastern arabian coastline (Barayn).
  • Maka: Tribal Kingdom in modern Oman. Was previously under Achaemenid rule but has since slid into obscurity and been left to its own devices.
  • Tylos: Small trade kingdom on the island today known as Bahrain. The economy of Tylos is based on pearl fishing and it is home to a sizable greek minority.
 
  • 1
Reactions:

Wavey

Second Lieutenant
62 Badges
Jan 29, 2018
177
9
  • Crusader Kings II
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Third Rome
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Cities: Skylines - Campus
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Europa Universalis 4: Emperor
  • Imperator: Rome Sign Up
  • Cities: Skylines Industries
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - After Dark
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
Nice!

Will it be possible to attack and destroy mercenary armies when they are just hanging around out of employment? And if so whose traditions will they use - their cultures or those of their last employer?
 

Trin Tragula

Design Manager - Crusader Kings 3
Paradox Staff
28 Badges
Aug 1, 2003
6.531
13.646
  • Victoria: Revolutions
  • IPO Investor
  • Paradox Order
  • Mount & Blade: Warband
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • 200k Club
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • Sengoku
  • Semper Fi
  • Rome Gold
  • Arsenal of Democracy
  • Europa Universalis III Complete
  • March of the Eagles
  • Magicka
  • Europa Universalis III Complete
  • Heir to the Throne
  • Hearts of Iron III
  • For the Motherland
  • For The Glory
  • Europa Universalis IV
  • Divine Wind
  • Europa Universalis III Complete
  • Deus Vult
  • Crusader Kings II
Nice!

Will it be possible to attack and destroy mercenary armies when they are just hanging around out of employment? And if so whose traditions will they use - their cultures or those of their last employer?

No when they are standing around without being hired you cannot attack them :)
 

alvaro

earl of whateverinster
41 Badges
Mar 20, 2001
4.282
6.105
  • Crusader Kings II
  • Rome Gold
  • Europa Universalis III Complete
  • March of the Eagles
  • Hearts of Iron III
  • Stellaris - Path to Destruction bundle
  • Pride of Nations
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Together for Victory
  • 500k Club
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome Sign Up
  • Stellaris: Ancient Relics
  • Victoria 2
  • Supreme Ruler 2020
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Cities: Skylines - After Dark
  • Cities: Skylines
very interesting and realistic mercenary rules. big improvement from ck2.
 

KittyYuln

Corporal
3 Badges
Mar 27, 2014
39
0
  • Crusader Kings II
  • Europa Universalis IV
  • Imperator: Rome Sign Up
I think it would be nice if they mercenaries used the traditions of the culture that they are from. Is there a specific reason you chose to use the tradition of the country that hires the mercenaries?
 

Wavey

Second Lieutenant
62 Badges
Jan 29, 2018
177
9
  • Crusader Kings II
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Third Rome
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Cities: Skylines - Campus
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Europa Universalis 4: Emperor
  • Imperator: Rome Sign Up
  • Cities: Skylines Industries
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - After Dark
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
No when they are standing around without being hired you cannot attack them :)

So say I decide to create the Roman Empire, no matter what I do there will always be a big ol stack of mercs chilling in say Campania - even long after war has moved on and I've stopped hiring them and everyone else is too far away? Unemployed mercenary companies that can outlast an empire seems a bit weird.
 

Sute]{h

Field Marshal
88 Badges
Jun 25, 2002
3.504
195
  • Europa Universalis IV: Pre-order
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Sengoku
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Res Publica
  • Europa Universalis: Rome Collectors Edition
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Victoria 3 Sign Up
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Deus Vult
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV
  • Crusader Kings II
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • Magicka
  • Majesty 2
Is it possible to mod in restrictions on who is able to hire specific mercenaries? For instance making a band of Roman mercenaries only willing to fight for countries in the Latin culture group.
 

Andrzej2

Colonel
47 Badges
Jul 2, 2010
867
2.484
  • Crusader Kings II
  • Crusader Kings II: Holy Knight (pre-order)
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Call to arms event
  • Victoria 2
  • Victoria 2: A House Divided
  • Rome: Vae Victis
  • Stellaris: Megacorp
  • Majesty 2
  • Stellaris: Apocalypse
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV Sign-up
  • Crusader Kings II: Holy Fury
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome Sign Up
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Stellaris Sign-up
  • Europa Universalis IV
  • 500k Club
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Rome Gold
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
In Ck2 mercenaries switching sides happen even when they are surroundered by your troops and have no chance to win. For example 1500 mercenaries rebel in 30k stack army which is nothing more than suicide. Will it be different in Imperator? Maybe AI could be tought not to switch sides if it would mean instant anihilation?
 

fëanor89

Second Lieutenant
32 Badges
Jun 26, 2008
119
11
  • Crusader Kings II
  • Victoria 2: A House Divided
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis III Complete
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Hearts of Iron IV: By Blood Alone
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Art of War
Will there be a special option to try to bribe mercenary companies to join your side? (maybe a special ability that can be activated only by certain characters and by spending a lot of mil power and money)
 

Nikolai

Basileus Romaion
77 Badges
Jun 17, 2001
22.708
6.893
  • Europa Universalis IV: Pre-order
  • Europa Universalis: Rome
  • Semper Fi
  • Sengoku
  • Supreme Ruler: Cold War
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis III: Collection
  • Victoria: Revolutions
  • Europa Universalis: Rome Collectors Edition
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Victoria 3 Sign Up
  • Divine Wind
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Deus Vult
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Hearts of Iron II: Armageddon
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Call to arms event
  • For The Glory
  • For the Motherland
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • Magicka
  • March of the Eagles
Disenfranchised heirs turning mercenary? I smell Blackfyre ASoIaF material here. :D
 

MohawkWolfo98

Colonel
58 Badges
Dec 9, 2018
889
2.997
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Mass Transit
  • Stellaris: Federations
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • Stellaris: Nemesis
  • Victoria 3 Sign Up
  • Imperator: Rome Deluxe Edition
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Europa Universalis IV
  • Surviving Mars
  • Europa Universalis IV: Pre-order
  • Crusader Kings II
  • Cities: Skylines
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Rule Britannia
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Common Sense
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Apocalypse
  • Stellaris
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Prison Architect
  • Stellaris: Ancient Relics
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
Shouldn’t mercernary armies have their own unique set of bonuses, rather than simply inheriting ur countries bonuses? For example, in the Gallic wars and his expedition to Britain, Caesar “borrowed” cavalry from his Gaullic Allies because they were far superior to Roman ones.

To me it wouldn’t make sense that a Germanic merc army suddenly were as disclipined as the Roman armies in the field. Is there anyway of giving the merc armies their own set of bonuses?
 

SirAlexius

Captain
52 Badges
Feb 13, 2018
476
8
  • Crusader Kings II
  • Europa Universalis IV: Third Rome
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Surviving Mars
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Imperator: Rome Deluxe Edition
  • Crusader Kings III
  • Imperator: Rome Sign Up
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Magicka 2
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Crusader Kings II: Sword of Islam
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Jade Dragon
  • Cities: Skylines Industries
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Sengoku
  • Europa Universalis IV: Cradle of Civilization
Great DD! Based on the current balance of the build and your plans for the game at release, do you think it would be feasible for a small rich nation that doesn't have access to special resourced needed to recruit elite troops to make use of only/mostly mercenary armies for its defence?
 

gamerdude130

Protector of Swedish Skies
107 Badges
Feb 14, 2013
19
9
  • Europa Universalis IV: Mare Nostrum
  • Magicka 2 - Signup Campaign
  • Steel Division: Normand 44 Sign-up
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: El Dorado
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Conclave
  • Stellaris: Apocalypse
  • Stellaris: Galaxy Edition
  • Cities: Skylines
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Crusader Kings II: Reapers Due
  • Cities: Skylines - Campus
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Victoria 3 Sign Up
  • Stellaris - Path to Destruction bundle
  • Prison Architect
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • BATTLETECH - Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Cities: Skylines Industries
  • BATTLETECH: Flashpoint
  • Europa Universalis IV
  • Imperator: Rome Deluxe Edition
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome Sign Up
  • Steel Division: Normandy 44
  • Surviving Mars
  • Steel Division: Normandy 44 Deluxe Edition
  • Europa Universalis IV: Rule Britannia
  • BATTLETECH
  • Teleglitch: Die More Edition
  • Europa Universalis IV: Mandate of Heaven
  • Cities: Skylines - Mass Transit
  • Warlock: Master of the Arcane
  • War of the Roses
I really like the look of these mercenary mechanics. I vastly prefer this over the faceless mercs from eu4.